Hash :
c1776c61
Author :
Date :
2019-11-13T11:36:35
Vulkan:Add Swiftshader configs Add Swiftshader configs to existing test instantiation macros for all ESX variants. This causes Swiftshader to be used to run end2end tests. Added detection code to know when tests are running on Swiftshader and skipping a number of fails initially. Note that when running ANGLE end2end tests within Chromium build on Win32 bots there were crashes with Swiftshader config for tests that should have been skipped. Due to this, just skipping Swiftshader configs on Win32 for now. Bug: angleproject:4081 Bug: angleproject:4092 Change-Id: I32527a62304c5fad90f645b372edf9411ca2b212 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/1914126 Commit-Queue: Tobin Ehlis <tobine@google.com> Reviewed-by: Jonah Ryan-Davis <jonahr@google.com> Reviewed-by: Shahbaz Youssefi <syoussefi@chromium.org>
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//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
#include "test_utils/ANGLETest.h"
#include "test_utils/gl_raii.h"
#include "common/mathutil.h"
#include "platform/FeaturesD3D.h"
using namespace angle;
class DepthStencilFormatsTestBase : public ANGLETest
{
protected:
DepthStencilFormatsTestBase()
{
setWindowWidth(128);
setWindowHeight(128);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
bool checkTexImageFormatSupport(GLenum format, GLenum type)
{
EXPECT_GL_NO_ERROR();
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, format, 1, 1, 0, format, type, nullptr);
glDeleteTextures(1, &tex);
return (glGetError() == GL_NO_ERROR);
}
bool checkTexStorageFormatSupport(GLenum internalFormat)
{
EXPECT_GL_NO_ERROR();
GLuint tex = 0;
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexStorage2DEXT(GL_TEXTURE_2D, 1, internalFormat, 1, 1);
glDeleteTextures(1, &tex);
return (glGetError() == GL_NO_ERROR);
}
bool checkRenderbufferFormatSupport(GLenum internalFormat)
{
EXPECT_GL_NO_ERROR();
GLuint rb = 0;
glGenRenderbuffers(1, &rb);
glBindRenderbuffer(GL_RENDERBUFFER, rb);
glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
glDeleteRenderbuffers(1, &rb);
return (glGetError() == GL_NO_ERROR);
}
void verifyDepthRenderBuffer(GLenum internalFormat)
{
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
GLRenderbuffer rbDepth;
glBindRenderbuffer(GL_RENDERBUFFER, rbDepth);
glRenderbufferStorage(GL_RENDERBUFFER, internalFormat, 1, 1);
ASSERT_GL_NO_ERROR();
GLFramebuffer fbo;
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tex, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbDepth);
EXPECT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
ASSERT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(programRed, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GEQUAL);
glClearDepthf(0.99f);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Pass Depth Test and draw red
float depthValue = 1.0f;
drawQuad(programRed.get(), essl1_shaders::PositionAttrib(), depthValue * 2 - 1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(programGreen, essl1_shaders::vs::Simple(), essl1_shaders::fs::Green());
// Fail Depth Test and color buffer is unchanged
depthValue = 0.98f;
drawQuad(programGreen.get(), essl1_shaders::PositionAttrib(), depthValue * 2 - 1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
ANGLE_GL_PROGRAM(programBlue, essl1_shaders::vs::Simple(), essl1_shaders::fs::Blue());
glClearDepthf(0.0f);
glClear(GL_DEPTH_BUFFER_BIT);
// Pass Depth Test and draw blue
depthValue = 0.01f;
drawQuad(programBlue.get(), essl1_shaders::PositionAttrib(), depthValue * 2 - 1);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::blue);
glDisable(GL_DEPTH_TEST);
ASSERT_GL_NO_ERROR();
}
void testSetUp() override
{
constexpr char kVS[] = R"(precision highp float;
attribute vec4 position;
varying vec2 texcoord;
void main()
{
gl_Position = position;
texcoord = (position.xy * 0.5) + 0.5;
})";
constexpr char kFS[] = R"(precision highp float;
uniform sampler2D tex;
varying vec2 texcoord;
void main()
{
gl_FragColor = texture2D(tex, texcoord);
})";
mProgram = CompileProgram(kVS, kFS);
if (mProgram == 0)
{
FAIL() << "shader compilation failed.";
}
mTextureUniformLocation = glGetUniformLocation(mProgram, "tex");
EXPECT_NE(-1, mTextureUniformLocation);
glGenTextures(1, &mTexture);
ASSERT_GL_NO_ERROR();
}
void testTearDown() override
{
glDeleteProgram(mProgram);
glDeleteTextures(1, &mTexture);
}
GLuint mProgram;
GLuint mTexture;
GLint mTextureUniformLocation;
};
class DepthStencilFormatsTest : public DepthStencilFormatsTestBase
{};
class DepthStencilFormatsTestES3 : public DepthStencilFormatsTestBase
{};
TEST_P(DepthStencilFormatsTest, DepthTexture)
{
bool shouldHaveTextureSupport = (IsGLExtensionEnabled("GL_ANGLE_depth_texture") ||
IsGLExtensionEnabled("GL_OES_depth_texture"));
EXPECT_EQ(shouldHaveTextureSupport,
checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT));
EXPECT_EQ(shouldHaveTextureSupport,
checkTexImageFormatSupport(GL_DEPTH_COMPONENT, GL_UNSIGNED_INT));
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT16));
EXPECT_EQ(shouldHaveTextureSupport, checkTexStorageFormatSupport(GL_DEPTH_COMPONENT32_OES));
}
}
TEST_P(DepthStencilFormatsTest, PackedDepthStencil)
{
// Expected to fail in D3D9 if GL_OES_packed_depth_stencil is not present.
// Expected to fail in D3D11 if GL_OES_packed_depth_stencil or GL_ANGLE_depth_texture is not
// present.
bool shouldHaveRenderbufferSupport = IsGLExtensionEnabled("GL_OES_packed_depth_stencil");
EXPECT_EQ(shouldHaveRenderbufferSupport,
checkRenderbufferFormatSupport(GL_DEPTH24_STENCIL8_OES));
bool shouldHaveTextureSupport = (IsGLExtensionEnabled("GL_OES_packed_depth_stencil") &&
IsGLExtensionEnabled("GL_OES_depth_texture")) ||
IsGLExtensionEnabled("GL_ANGLE_depth_texture");
EXPECT_EQ(shouldHaveTextureSupport,
checkTexImageFormatSupport(GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES));
if (IsGLExtensionEnabled("GL_EXT_texture_storage"))
{
bool shouldHaveTexStorageSupport = IsGLExtensionEnabled("GL_OES_packed_depth_stencil") ||
IsGLExtensionEnabled("GL_ANGLE_depth_texture");
EXPECT_EQ(shouldHaveTexStorageSupport,
checkTexStorageFormatSupport(GL_DEPTH24_STENCIL8_OES));
}
}
// This test will initialize a depth texture and then render with it and verify
// pixel correctness.
// This is modeled after webgl-depth-texture.html
TEST_P(DepthStencilFormatsTest, DepthTextureRender)
{
constexpr char kVS[] = R"(attribute vec4 a_position;
void main()
{
gl_Position = a_position;
})";
constexpr char kFS[] = R"(precision mediump float;
uniform sampler2D u_texture;
uniform vec2 u_resolution;
void main()
{
vec2 texcoord = (gl_FragCoord.xy - vec2(0.5)) / (u_resolution - vec2(1.0));
gl_FragColor = texture2D(u_texture, texcoord);
})";
ANGLE_SKIP_TEST_IF(!IsGLExtensionEnabled("GL_OES_depth_texture") &&
!IsGLExtensionEnabled("GL_ANGLE_depth_texture"));
// http://anglebug.com/3454
ANGLE_SKIP_TEST_IF(IsIntel() && IsWindows() && IsD3D9());
const int res = 2;
const int destRes = 4;
GLint resolution;
ANGLE_GL_PROGRAM(program, kVS, kFS);
glUseProgram(program);
resolution = glGetUniformLocation(program, "u_resolution");
ASSERT_NE(-1, resolution);
glUniform2f(resolution, static_cast<float>(destRes), static_cast<float>(destRes));
GLuint buffer;
glGenBuffers(1, &buffer);
glBindBuffer(GL_ARRAY_BUFFER, buffer);
float verts[] = {
1, 1, 1, -1, 1, 0, -1, -1, -1, 1, 1, 1, -1, -1, -1, 1, -1, 0,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
glEnableVertexAttribArray(0);
glVertexAttribPointer(0, 3, GL_FLOAT, false, 0, 0);
// OpenGL ES does not have a FLIPY PixelStore attribute
// glPixelStorei(GL_UNPACK_FLIP)
enum ObjType
{
GL,
EXT
};
struct TypeInfo
{
ObjType obj;
GLuint attachment;
GLuint format;
GLuint type;
void *data;
int depthBits;
int stencilBits;
};
GLuint fakeData[10] = {0};
std::vector<TypeInfo> types = {
{ObjType::GL, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, fakeData, 16, 0},
{ObjType::GL, GL_DEPTH_ATTACHMENT, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, fakeData, 16, 0},
{ObjType::EXT, GL_DEPTH_STENCIL_ATTACHMENT, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8_OES,
fakeData, 24, 8},
};
for (const TypeInfo &type : types)
{
GLTexture cubeTex;
glBindTexture(GL_TEXTURE_CUBE_MAP, cubeTex);
ASSERT_GL_NO_ERROR();
std::vector<GLuint> targets{GL_TEXTURE_CUBE_MAP_POSITIVE_X, GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
GL_TEXTURE_CUBE_MAP_POSITIVE_Y, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
GL_TEXTURE_CUBE_MAP_POSITIVE_Z, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z};
for (const GLuint target : targets)
{
glTexImage2D(target, 0, type.format, 1, 1, 0, type.format, type.type, nullptr);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
std::vector<GLuint> filterModes = {GL_LINEAR, GL_NEAREST};
const bool supportPackedDepthStencilFramebuffer = getClientMajorVersion() >= 3;
for (const GLuint filterMode : filterModes)
{
GLTexture tex;
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, filterMode);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, filterMode);
// test level > 0
glTexImage2D(GL_TEXTURE_2D, 1, type.format, 1, 1, 0, type.format, type.type, nullptr);
if (IsGLExtensionEnabled("GL_OES_depth_texture"))
{
EXPECT_GL_NO_ERROR();
}
else
{
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// test with data
glTexImage2D(GL_TEXTURE_2D, 0, type.format, 1, 1, 0, type.format, type.type, type.data);
if (IsGLExtensionEnabled("GL_OES_depth_texture"))
{
EXPECT_GL_NO_ERROR();
}
else
{
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// test copyTexImage2D
glCopyTexImage2D(GL_TEXTURE_2D, 0, type.format, 0, 0, 1, 1, 0);
GLuint error = glGetError();
ASSERT_TRUE(error == GL_INVALID_ENUM || error == GL_INVALID_OPERATION);
// test real thing
glTexImage2D(GL_TEXTURE_2D, 0, type.format, res, res, 0, type.format, type.type,
nullptr);
EXPECT_GL_NO_ERROR();
// test texSubImage2D
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 1, 1, type.format, type.type, type.data);
if (IsGLExtensionEnabled("GL_OES_depth_texture"))
{
EXPECT_GL_NO_ERROR();
}
else
{
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
}
// test copyTexSubImage2D
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 1, 1);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
// test generateMipmap
glGenerateMipmap(GL_TEXTURE_2D);
EXPECT_GL_ERROR(GL_INVALID_OPERATION);
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
if (type.depthBits > 0 && type.stencilBits > 0 && !supportPackedDepthStencilFramebuffer)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, tex, 0);
EXPECT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, tex,
0);
EXPECT_GL_NO_ERROR();
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, type.attachment, GL_TEXTURE_2D, tex, 0);
EXPECT_GL_NO_ERROR();
}
// Ensure DEPTH_BITS returns >= 16 bits for UNSIGNED_SHORT and UNSIGNED_INT, >= 24
// UNSIGNED_INT_24_8_WEBGL. If there is stencil, ensure STENCIL_BITS reports >= 8 for
// UNSIGNED_INT_24_8_WEBGL.
GLint depthBits = 0;
glGetIntegerv(GL_DEPTH_BITS, &depthBits);
EXPECT_GE(depthBits, type.depthBits);
GLint stencilBits = 0;
glGetIntegerv(GL_STENCIL_BITS, &stencilBits);
EXPECT_GE(stencilBits, type.stencilBits);
// TODO: remove this check if the spec is updated to require these combinations to work.
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
// try adding a color buffer.
GLuint colorTex = 0;
glGenTextures(1, &colorTex);
glBindTexture(GL_TEXTURE_2D, colorTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, res, res, 0, GL_RGBA, GL_UNSIGNED_BYTE,
nullptr);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
colorTex, 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
}
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
// use the default texture to render with while we return to the depth texture.
glBindTexture(GL_TEXTURE_2D, 0);
/* Setup 2x2 depth texture:
* 1 0.6 0.8
* |
* 0 0.2 0.4
* 0---1
*/
const GLfloat d00 = 0.2;
const GLfloat d01 = 0.4;
const GLfloat d10 = 0.6;
const GLfloat d11 = 0.8;
glEnable(GL_SCISSOR_TEST);
glScissor(0, 0, 1, 1);
glClearDepthf(d00);
glClear(GL_DEPTH_BUFFER_BIT);
glScissor(1, 0, 1, 1);
glClearDepthf(d10);
glClear(GL_DEPTH_BUFFER_BIT);
glScissor(0, 1, 1, 1);
glClearDepthf(d01);
glClear(GL_DEPTH_BUFFER_BIT);
glScissor(1, 1, 1, 1);
glClearDepthf(d11);
glClear(GL_DEPTH_BUFFER_BIT);
glDisable(GL_SCISSOR_TEST);
// render the depth texture.
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glViewport(0, 0, destRes, destRes);
glBindTexture(GL_TEXTURE_2D, tex);
glDisable(GL_DITHER);
glEnable(GL_DEPTH_TEST);
glClearColor(1, 0, 0, 1);
glClearDepthf(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDrawArrays(GL_TRIANGLES, 0, 6);
GLubyte actualPixels[destRes * destRes * 4];
glReadPixels(0, 0, destRes, destRes, GL_RGBA, GL_UNSIGNED_BYTE, actualPixels);
const GLfloat eps = 0.002;
std::vector<GLfloat> expectedMin;
std::vector<GLfloat> expectedMax;
if (filterMode == GL_NEAREST)
{
GLfloat init[] = {d00, d00, d10, d10, d00, d00, d10, d10,
d01, d01, d11, d11, d01, d01, d11, d11};
expectedMin.insert(expectedMin.begin(), init, init + 16);
expectedMax.insert(expectedMax.begin(), init, init + 16);
for (int i = 0; i < 16; i++)
{
expectedMin[i] = expectedMin[i] - eps;
expectedMax[i] = expectedMax[i] + eps;
}
}
else
{
GLfloat initMin[] = {
d00 - eps, d00, d00, d10 - eps, d00, d00, d00, d10,
d00, d00, d00, d10, d01 - eps, d01, d01, d11 - eps,
};
GLfloat initMax[] = {
d00 + eps, d10, d10, d10 + eps, d01, d11, d11, d11,
d01, d11, d11, d11, d01 + eps, d11, d11, d11 + eps,
};
expectedMin.insert(expectedMin.begin(), initMin, initMin + 16);
expectedMax.insert(expectedMax.begin(), initMax, initMax + 16);
}
for (int yy = 0; yy < destRes; ++yy)
{
for (int xx = 0; xx < destRes; ++xx)
{
const int t = xx + destRes * yy;
const GLfloat was = (GLfloat)(actualPixels[4 * t] / 255.0); // 4bpp
const GLfloat eMin = expectedMin[t];
const GLfloat eMax = expectedMax[t];
EXPECT_TRUE(was >= eMin && was <= eMax)
<< "At " << xx << ", " << yy << ", expected within [" << eMin << ", "
<< eMax << "] was " << was;
}
}
// check limitations
// Note: What happens if current attachment type is GL_DEPTH_STENCIL_ATTACHMENT
// and you try to call glFramebufferTexture2D with GL_DEPTH_ATTACHMENT?
// The webGL test this code came from expected that to fail.
// I think due to this line in ES3 spec:
// GL_INVALID_OPERATION is generated if textarget and texture are not compatible
// However, that's not the behavior I'm seeing, nor does it seem that a depth_stencil
// buffer isn't compatible with a depth attachment (e.g. stencil is unused).
if (type.attachment == GL_DEPTH_ATTACHMENT)
{
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, type.attachment, GL_TEXTURE_2D, 0, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
tex, 0);
EXPECT_GLENUM_NE(GL_NO_ERROR, glGetError());
EXPECT_GLENUM_NE(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
glClear(GL_DEPTH_BUFFER_BIT);
EXPECT_GL_ERROR(GL_INVALID_FRAMEBUFFER_OPERATION);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
EXPECT_GL_NO_ERROR();
}
}
}
}
// This test will initialize a frame buffer, attaching a color and 16-bit depth buffer,
// render to it with depth testing, and verify pixel correctness.
TEST_P(DepthStencilFormatsTest, DepthBuffer16)
{
verifyDepthRenderBuffer(GL_DEPTH_COMPONENT16);
}
// This test will initialize a frame buffer, attaching a color and 24-bit depth buffer,
// render to it with depth testing, and verify pixel correctness.
TEST_P(DepthStencilFormatsTest, DepthBuffer24)
{
bool shouldHaveRenderbufferSupport = IsGLExtensionEnabled("GL_OES_depth24");
EXPECT_EQ(shouldHaveRenderbufferSupport,
checkRenderbufferFormatSupport(GL_DEPTH_COMPONENT24_OES));
if (shouldHaveRenderbufferSupport)
{
verifyDepthRenderBuffer(GL_DEPTH_COMPONENT24_OES);
}
}
TEST_P(DepthStencilFormatsTestES3, DrawWithDepth16)
{
GLushort data[16];
for (unsigned int i = 0; i < 16; i++)
{
data[i] = std::numeric_limits<GLushort>::max();
}
glBindTexture(GL_TEXTURE_2D, mTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH_COMPONENT16, 4, 4);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 4, 4, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glUseProgram(mProgram);
glUniform1i(mTextureUniformLocation, 0);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(mProgram, "position", 0.5f);
ASSERT_GL_NO_ERROR();
GLubyte pixel[4];
glReadPixels(0, 0, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &pixel);
// Only require the red and alpha channels have the correct values, the depth texture extensions
// leave the green and blue channels undefined
ASSERT_NEAR(255, pixel[0], 2.0);
ASSERT_EQ(255, pixel[3]);
}
// This test reproduces a driver bug on Intel windows platforms on driver version
// from 4815 to 4901.
// When rendering with Stencil buffer enabled and depth buffer disabled, large
// viewport will lead to memory leak and driver crash. And the pixel result
// is a random value.
TEST_P(DepthStencilFormatsTestES3, DrawWithLargeViewport)
{
ANGLE_SKIP_TEST_IF(IsIntel() && (IsOSX() || IsWindows()));
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glEnable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
// The iteration is to reproduce memory leak when rendering several times.
for (int i = 0; i < 10; ++i)
{
// Create offscreen fbo and its color attachment and depth stencil attachment.
GLTexture framebufferColorTexture;
glBindTexture(GL_TEXTURE_2D, framebufferColorTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, getWindowWidth(), getWindowHeight());
ASSERT_GL_NO_ERROR();
GLTexture framebufferStencilTexture;
glBindTexture(GL_TEXTURE_2D, framebufferStencilTexture);
glTexStorage2D(GL_TEXTURE_2D, 1, GL_DEPTH24_STENCIL8, getWindowWidth(), getWindowHeight());
ASSERT_GL_NO_ERROR();
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
framebufferColorTexture, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
framebufferStencilTexture, 0);
EXPECT_GLENUM_EQ(GL_FRAMEBUFFER_COMPLETE, glCheckFramebufferStatus(GL_FRAMEBUFFER));
ASSERT_GL_NO_ERROR();
GLint kStencilRef = 4;
glStencilOp(GL_REPLACE, GL_REPLACE, GL_REPLACE);
glStencilFunc(GL_ALWAYS, kStencilRef, 0xFF);
float viewport[2];
glGetFloatv(GL_MAX_VIEWPORT_DIMS, viewport);
glViewport(0, 0, static_cast<GLsizei>(viewport[0]), static_cast<GLsizei>(viewport[1]));
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.0f);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
EXPECT_PIXEL_COLOR_EQ(0, 0, GLColor::red);
ASSERT_GL_NO_ERROR();
}
}
// Verify that stencil component of depth texture is uploaded
TEST_P(DepthStencilFormatsTest, VerifyDepthStencilUploadData)
{
// http://anglebug.com/3683
// When bug is resolved we can remove this skip.
ANGLE_SKIP_TEST_IF(IsVulkan() && IsAndroid());
// http://anglebug.com/3689
ANGLE_SKIP_TEST_IF(IsWindows() && IsVulkan() && IsAMD());
bool shouldHaveTextureSupport = (IsGLExtensionEnabled("GL_OES_packed_depth_stencil") &&
IsGLExtensionEnabled("GL_OES_depth_texture")) ||
(getClientMajorVersion() >= 3);
ANGLE_SKIP_TEST_IF(!shouldHaveTextureSupport ||
!checkTexImageFormatSupport(GL_DEPTH_STENCIL_OES, GL_UNSIGNED_INT_24_8_OES));
ANGLE_GL_PROGRAM(program, essl1_shaders::vs::Simple(), essl1_shaders::fs::Red());
glEnable(GL_STENCIL_TEST);
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glViewport(0, 0, getWindowWidth(), getWindowHeight());
glClearColor(0, 0, 0, 1);
// Create offscreen fbo and its color attachment and depth stencil attachment.
GLTexture framebufferColorTexture;
glBindTexture(GL_TEXTURE_2D, framebufferColorTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
ASSERT_GL_NO_ERROR();
// drawQuad's depth range is -1.0 to 1.0, so a depth value of 0.5 (0x7fffff) matches a drawQuad
// depth of 0.0.
std::vector<GLuint> depthStencilData(getWindowWidth() * getWindowHeight(), 0x7fffffA9);
GLTexture framebufferStencilTexture;
glBindTexture(GL_TEXTURE_2D, framebufferStencilTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, getWindowWidth(), getWindowHeight(), 0,
GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8_OES, depthStencilData.data());
ASSERT_GL_NO_ERROR();
GLFramebuffer fb;
glBindFramebuffer(GL_FRAMEBUFFER, fb);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
framebufferColorTexture, 0);
if (getClientMajorVersion() >= 3)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
framebufferStencilTexture, 0);
ASSERT_GL_NO_ERROR();
}
else
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D,
framebufferStencilTexture, 0);
ASSERT_GL_NO_ERROR();
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D,
framebufferStencilTexture, 0);
ASSERT_GL_NO_ERROR();
}
ASSERT_GL_FRAMEBUFFER_COMPLETE(GL_FRAMEBUFFER);
GLint kStencilRef = 0xA9;
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, kStencilRef, 0xFF);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fb);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 1.0f);
ASSERT_GL_NO_ERROR();
glBindFramebuffer(GL_READ_FRAMEBUFFER, fb);
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::red);
ASSERT_GL_NO_ERROR();
// Check Z values
glClear(GL_COLOR_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), -0.1f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::red);
glClear(GL_COLOR_BUFFER_BIT);
drawQuad(program.get(), essl1_shaders::PositionAttrib(), 0.1f);
ASSERT_GL_NO_ERROR();
EXPECT_PIXEL_RECT_EQ(0, 0, getWindowWidth(), getWindowHeight(), GLColor::black);
}
// Use this to select which configurations (e.g. which renderer, which GLES major version) these
// tests should be run against.
ANGLE_INSTANTIATE_TEST_ES2(DepthStencilFormatsTest);
ANGLE_INSTANTIATE_TEST_ES3(DepthStencilFormatsTestES3);
class TinyDepthStencilWorkaroundTest : public ANGLETest
{
public:
TinyDepthStencilWorkaroundTest()
{
setWindowWidth(512);
setWindowHeight(512);
setConfigRedBits(8);
setConfigGreenBits(8);
setConfigBlueBits(8);
setConfigAlphaBits(8);
}
// Override the features to enable "tiny" depth/stencil textures.
void overrideWorkaroundsD3D(FeaturesD3D *features) override
{
features->overrideFeatures({"emulate_tiny_stencil_textures"}, true);
}
};
// Tests that the tiny depth stencil textures workaround does not "stick" depth textures.
// http://anglebug.com/1664
TEST_P(TinyDepthStencilWorkaroundTest, DepthTexturesStick)
{
// http://anglebug.com/4092
ANGLE_SKIP_TEST_IF((IsAndroid() && IsOpenGLES()) || (IsLinux() && IsVulkan()));
ANGLE_SKIP_TEST_IF(isSwiftshader());
constexpr char kDrawVS[] =
"#version 100\n"
"attribute vec3 vertex;\n"
"void main () {\n"
" gl_Position = vec4(vertex.x, vertex.y, vertex.z * 2.0 - 1.0, 1);\n"
"}\n";
ANGLE_GL_PROGRAM(drawProgram, kDrawVS, essl1_shaders::fs::Red());
constexpr char kBlitVS[] =
"#version 100\n"
"attribute vec2 vertex;\n"
"varying vec2 position;\n"
"void main () {\n"
" position = vertex * .5 + .5;\n"
" gl_Position = vec4(vertex, 0, 1);\n"
"}\n";
constexpr char kBlitFS[] =
"#version 100\n"
"precision mediump float;\n"
"uniform sampler2D texture;\n"
"varying vec2 position;\n"
"void main () {\n"
" gl_FragColor = vec4 (texture2D (texture, position).rrr, 1.);\n"
"}\n";
ANGLE_GL_PROGRAM(blitProgram, kBlitVS, kBlitFS);
GLint blitTextureLocation = glGetUniformLocation(blitProgram.get(), "texture");
ASSERT_NE(-1, blitTextureLocation);
GLTexture colorTex;
glBindTexture(GL_TEXTURE_2D, colorTex.get());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, getWindowWidth(), getWindowHeight(), 0, GL_RGBA,
GL_UNSIGNED_BYTE, nullptr);
glBindTexture(GL_TEXTURE_2D, 0);
GLTexture depthTex;
glBindTexture(GL_TEXTURE_2D, depthTex.get());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
ASSERT_EQ(getWindowWidth(), getWindowHeight());
int levels = gl::log2(getWindowWidth());
for (int mipLevel = 0; mipLevel <= levels; ++mipLevel)
{
int size = getWindowWidth() >> mipLevel;
glTexImage2D(GL_TEXTURE_2D, mipLevel, GL_DEPTH_STENCIL, size, size, 0, GL_DEPTH_STENCIL,
GL_UNSIGNED_INT_24_8_OES, nullptr);
}
glBindTexture(GL_TEXTURE_2D, 0);
ASSERT_GL_NO_ERROR();
GLFramebuffer framebuffer;
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTex.get(), 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthTex.get(), 0);
ASSERT_GL_NO_ERROR();
glDepthRangef(0.0f, 1.0f);
glViewport(0, 0, getWindowWidth(), getWindowHeight());
glClearColor(0, 0, 0, 1);
// Draw loop.
for (unsigned int frame = 0; frame < 3; ++frame)
{
// draw into FBO
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.get());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
float depth = ((frame % 2 == 0) ? 0.0f : 1.0f);
drawQuad(drawProgram.get(), "vertex", depth);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
// blit FBO
glDisable(GL_DEPTH_TEST);
glUseProgram(blitProgram.get());
glUniform1i(blitTextureLocation, 0);
glBindTexture(GL_TEXTURE_2D, depthTex.get());
drawQuad(blitProgram.get(), "vertex", 0.5f);
Vector4 depthVec(depth, depth, depth, 1);
GLColor depthColor(depthVec);
EXPECT_PIXEL_COLOR_NEAR(0, 0, depthColor, 1);
ASSERT_GL_NO_ERROR();
}
}
ANGLE_INSTANTIATE_TEST_ES3(TinyDepthStencilWorkaroundTest);